Prolonged casino game method and apparatus

ABSTRACT

A game for money has a display to show play progress. A processor runs the game play as base and/or the bonus games. The processor connects to the display. Memory in the processor operates a program; runs the game with at least one hidden attribute for each of a finite number of icons and at least two hidden attributes for at least one of the icons. An initial number of player&#39;s picks adds picks with the one hidden attribute or attributes to prolong the game. Play controls couple to the processor and the display to pick one of the icons and reveal the hidden attribute or attributes on the icon picked and awarded. A processor return path resumes operation of the game after the initial number of picks and any others revealed are used. Method steps of game play has steps of ascribing at least one hidden attribute to each of the finite number of icons and ascribing at least two hidden attributes to at least one of the icons. Giving the player an initial number of picks then shown to the player is a step. Letting the player pick one icon and revealing to the player the hidden attribute or attributes on the icon picked by the player are steps. Awarding the player the revealed attribute or attributes including modification of the number of picks are steps. Repeating the steps letting, revealing and awarding until the end of the game occurs when the player&#39;s picks are used up.

1. FIELD OF THE INVENTION

[0001] The present invention relates to casino games and, in particular, to casino bonus games giving a player chances to make selections as part of the bonus game play.

[0002] Bonus games on casino slot machines have become very popular. To play a bonus game, a player typically must qualify by aligning several special symbols on the underlying traditional game. Play then switches over to a bonus game (either in a separate apparatus or a separate screen, e.g.), in which the player participates without additional wager but typically with an award at its conclusion. The amount of the bonus award is determined during and by bonus play.

[0003] Among bonus games, those in which the player chooses from among a plurality of objects are common.

[0004] For example, the games, Reel 'Em In! and Filthy Rich by WMS Gaming contain bonuses in which the player is presented with 5 objects (e.g., fishermen, pigs) and chooses one of them to reveal an award. The game Sphinx by Atronic also affords the player a choice of 5 objects, four of which reveal an immediate award, and one of which advances the player to an additional choice of 5 objects comprising larger awards.

[0005] The games American Pride by CDS (U.S. Pat. No. 6,089,976) and Pick 'N Pop by Anchor contain bonuses in which the player is presented with a predetermined number of objects (e.g., stars, balloons), each of which has an associated award. The player chooses until matching two awards; the matching award is then given to the player. The game The Munsters by IGT contains a bonus in which the player is presented with a predetermined number of objects, each of which has an associated award. The player chooses until matching three awards, which is then given to the player.

[0006] The games Jackpot Party and Monopoly Chairman of the Board by WMS Gaming (European Patent Application EP 0945837A2) contain a bonus in which the player is presented with a predetermined number of objects (e.g., boxes, cards) and chooses until selecting an “end of game” object (e.g., Go to Jail). Additionally, some objects (e.g., Get Out of Jail Free) may grant the player a nullification of a future “end of game” choice. The game Scrabble by WMS Gaming has a bonus in which the player chooses from various objects, until finding three “end of game” objects. Some objects grant the player a nullification of an “end of game” object.

[0007] The game Who Dunnit? By WMS Gaming (U.S. Pat. No. 6,159,097) has a bonus game in which the player makes choices (e.g., suspects) until finding a desired choice (e.g., the guilty suspect), with successively lower awards depending on how many choices are required to make the desired choice.

[0008] The game Sphinx by Atronic contains a bonus in which the player chooses from among five objects. Four of the objects have awards, and the fifth advances the player to another set of five objects, all of which have enhanced awards.

[0009] The game Battleship All Aboard by Mikohn, the assignee of the present disclosure, has a bonus in which the player chooses from among five objects (e.g., flags), four of which have awards, and one of which advances the player to a different bonus game.

2. STATEMENT OF THE PROBLEM

[0010] While the current state of bonus play suggests a variety of bonus games with choices, they share in common that each choice reveals one associated value. It would be desirable to create a bonus game in which a player choice of an object revealed two or more associations, one of which may be an award. In practice, the second association may be a modification of the number of choices remaining or a modification of other attributes associated with the bonus game.

3. SOLUTION TO THE PROBLEM

[0011] The solution, as presented herein, comprises a bonus game in which the player begins with an initial number of picks, or choices, and selects from among a plurality of objects. Associated with some objects is more than one action. For example, while some objects may have only one association (an award), other objects have two associations (an award and additional picks). In this manner, the player's enjoyment of playing the bonus game may be prolonged, since some choices yield additional picks.

[0012] It is an advantage that the casino bonus game as disclosed herein allows the player different ways to pick awards, either with or without additional picks.

[0013] It is a further advantage that the casino bonus game disclosed herein has significant suspense for the player in making choices that may or may not yield additional picks.

[0014] It is a further advantage that the casino bonus game as disclosed herein is one in which the player does not know when the bonus game will end.

[0015] It is a further advantage that the casino bonus game as disclosed herein is one in which all of the objects' award values may be successfully chosen by the player choosing a “winner takes all” object.

BRIEF DESCRIPTION OF THE DRAWINGS

[0016]FIG. 1 is a perspective view of one apparatus preferably including a base game and a bonus game including the methods capable of prolonged play.

[0017]FIG. 2 is a flow chart including the steps of the preferred methods of prolonged play of the bonus game.

[0018]FIG. 3 is a schematic representation of 15 globes distributed in a 3 by 5 matrix on the video screen of a bonus game.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENT

[0019]FIG. 1 is a perspective view of one apparatus 10 preferably including a base game and/or a bonus game including the methods capable of prolonged play. In a preferred embodiment, the base game is a five-reel video slot machine, with the bonus game initiated via a combination of special reel-strip symbols referred to as trigger symbols. FIG. 1 the perspective view of apparatus 10 preferably includes the five-reel video slot machine having the bonus game both of which can appear on video screen 11 in sequence. That is, if the base game is a five-reel slot then the video screen 11 shows that game until entry to the bonus game is achieved thereafter the prolonged game disclosed and described herein after appears on the video screen 11.

[0020] The video screen 11 is used to simulate reel motion of a mechanical slot machine during the play of the five-reel slot machine and is also used as a display 12 for the bonus game to the player. Such video screens 11 are commonly a part of casino games including slot machines on the video screen 11. The video screen 11 can be the display 12 for a software program 13 with memory 14 in a processor 15 to deliver graphs to the display 12 and sound to simulate any kind of interactive game desired. In FIG. 1 the software program 13 with memory 14 in processor 15 is shown at the bottom of apparatus 10 whereat it is cutaway. Skilled artisans have produced a wide variety of such displays 12 to appeal to players and provide practically any type of challenge to the player.

[0021]FIG. 2 is a flow chart including steps included in the preferred methods of prolonged play of the bonus game. The flow chart of FIG. 2 is merely representative of some steps of the method of play and how they follow and interrelate with one another. Of particular interest is the arrow from the penultimate block that returns upwardly to prolong play in accord with the disclosure of examples herein after presented.

[0022]FIG. 3 is a schematic representation showing 15 globes 16 distributed in a 3 by 5 matrix on the video screen 11 of a bonus game of apparatus 10 of FIG. 1. In a first preferred method of play suitable for a bonus game of questions and answers such as, “Ripley's Believe It or Not!”, the fifteen objects or icons (used interchangeably herein) are represented as globes 16 in FIG. 3. The globes 16 are distributed in a 3×5 matrix on the screen as shown in FIG. 3. However, any suitable on-screen depiction is possible and within the scope of the present disclosure. Three or more trigger symbols on the five reel slot display are required to start the bonus game. When three trigger or initiation symbols qualified the player for the bonus round, then the player is initially given three selections, choices, or picks (these terms are used interchangeably throughout this disclosure). Likewise, when four trigger symbols qualified the player, then the player is initially given four selections. Consider the following tabular representation of the possible results when objects or icons (in this instance “Globes” are presented on the bonus game video screen for the player to select: Globe Value position Hidden Extra Picks 1 1x 0 2 1x 0 3 1x 0 4 1x 2 5 2x 0 6 2x 0 7 2x 1 8 2x 0 9 3x 1 10 4x 1 11 5x 0 12 6x 0 13 8x 0 14 “Believe It” 0 15 “Not” 0

[0023] All the globes 16 have an attribute and all but two globes 16, in the table above have an associated “value” which is hidden. At such time as the player chooses a globe 16, that globe 16 appears on the video screen 11 to rotate on its axis (not shown) but “preferably vertical” to show or reveal the associated value of that selected globe's 16, opposite side. Clearly, the globe 16 once revealed will not again be available for selection or the player. Thus, all future selections must be again remaining unselected globes 16. Each of the associated values if numerical, is to be multiplied by the total wager made in currency slot 17 by the player to determine the player's bonus award. If the attribute on the picked globe 16 when rotated into view is one of the two phrases (i.e., “Believe It” or “Not!”), no immediate award is given as both phrases are needed in order to receive an award. Some globes 16 may also have another hidden attribute, one or more extra picks, in conjunction with a numerical value. The play of the bonus game is over when the player's picks are exhausted or used up and the bonus award made.

[0024] As globes 16 are chosen, player receives credits for the associated awards and (as appropriate) additional associated picks. If player selected both the “Believe It” and “Not” globes 16, then 15× the player's wager is awarded.

[0025] By way of example, in a possible game the player begins with a wager and then 3 picks. The first pick is a globe 16 at position 12 (in the preceding table) and awards the player 6× the wager made. The number of picks decrements to 2 remaining, that is, 3 picks minus 1. Suppose the second pick is globe 16 in position 4 in the table. The player is then awarded 2× the wager made plus two additional picks, decreasing the player's remaining 2 picks by 1 before adding the two picks won so that now 3 picks are left. The player's third pick is globe 1 which awards the player 1× the wager made, leaving the player with 2 picks remaining. Now the prolongation of the bonus play can be understood from this example. Assume the player's fourth pick is globe 16 in position 7 of the example table and awards the player 2× the wager made and an additional pick, leaving the player with 2 picks remaining. If the player's fifth pick is globe 16, table position 14 and the player receives no numerical value award and no additional picks. In the prolonged bonus play the player has 1 pick remaining. The player's sixth pick is globe 16 in table position 13 and awards the player 8× the wager made, leaving the player with no more picks. Hence the bonus game play is over, and the player would be awarded a grand total of 6×+2×+1×+2×+8×=19× the wager made for playing the bonus game. Note that if, on the final pick, the player had instead chosen globe 16, in position 15, then 15× the wager would be awarded for picking both globe 16, in position 14 and globe 16 of position 15 so the player's win is 11 plus 15 for a total of 26.

[0026] It should be appreciated that while the player began with only 3 picks, by choosing globes 16 that yielded additional picks, the player's successful selection enabled prolonged the bonus play totaling 6 picks. It is a feature of this method of play that a player may be able to considerably extend the time spent playing a bonus game. Any means can be used to make picks such as touch screen technology or the controls 19 in FIG. 1. A place 20 is on the display 12 presents icons to the player hiding the one or more attributes. A return path 21, as shown in FIG. 2, follows the path of the arrow from the penultimate block that returns upwardly to prolong play. The processor 15 has the program 14 and memory 13 for resuming operation of the base game after the player's initial number of choices and any others revealed are used. Where there is no base game the prolonged game is merely restarted with another wager as per the flow in FIG. 2.

[0027] In a second embodiment particularly suitable to playing a casino adaptation of the home board game, “Clue”, cards 20 are used as objects instead of the globes 16 in the preceding example. The icons in this example are cards 20 are initially disposed with their faces down or away from the player's view of the video screen 11 hence all such predisposed face down cards 20 appear identical. Illustrative of the cards 20 would be FIG. 3 which can be understood to have the 3 by 5 matrix showing cards 20 (with any picture but here globe like pictures on the back of each). Once selected, each card 20 animates and turns face-up to reveal the name of a Clue® game character (e.g., Colonel Mustard) and hidden value (e.g., 15×), possibly in conjunction with a revealed number of extra picks (e.g., +1 pick). In addition, certain cards, rather than revealing a value, “warp” (move via the text “Secret Passage”) the player to another set of icons or objects with generally greater values. Consider the following table example of how such a “Clue”® casino video game might be played: Suspect screen Miss Scarlet 10 Colnel Mustard 15 +1 pick Mrs. White 20 Mr. Green 25 +2 picks Mrs. Peacock 30 Professor Plum 35 Secret Passage to Weapon Screen Weapon screen Knife 20 Lead Piper 30 +1 pick Rope 40 Wrench 50 Revolver 60 Candlestick 25 Secret Passage to Room Screen Room screen Ballroom 100 Conservatory 200 Billiard Room 300 Library 400 Study 500 Hall 250 Lounge 175 Dining Room 125 +1 pick Kitchen 150

[0028] The player always starts at the “Suspect” video screen 11 and is initially given 2 picks. As before, the player chooses hidden icons, objects or cards, in this case face down cards 20. Once chosen, each card 20 turns to reveal its face. The hidden value revealed, (multiplied by the player's wager) is awarded by credit or coin pay out to the player. Also as before, should the player choose a card 20 that awards additional picks, this is added to the player's current number of picks remaining. Additionally, however, should the player select the card 20 that reveals “Secret Passage,” the video screen warps changing to show a new set of icons or objects for the player to select from and to continue the bonus play. In a preferred embodiment, the choosing of the “Secret Passage” would not use up that pick.

[0029] A possible game is described by way of example. The player begins in the Suspect screen with 2 picks. Suppose the first card picked reveals Professor Plum and awards the player 35× the wager made while decrementing the number of picks from 2 to 1. The player's second pick is the Secret Passage card and that “warps” the player to the Weapon screen, still with the 1 pick remaining since in the preferred embodiment selecting the Secret Passage has not used up a pick. If the player's third pick is the Lead Pipe, the bonus award is 30× the wager made, leaving the player with 1 pick remaining. The player's fourth pick might be the Rope and the player award of 40× the wager made and no more picks remaining. Hence the game is over, and the player would be awarded for playing the bonus game a grand total of 35×+30×+40×=105× the wager made.

[0030] By finding the hidden “warp” card 20, the player may be given new sets of cards 20 or icons or any other objects to select from whose value is generally greater than those of the current set on the video screen 11 prior to revealing the “warp” card. Prolongation of the bonus play continues interest in the base game and creates suspenseful play in the bonus game.

[0031] Note that it is possible to set a “goal” or “target” for the game by having one object serve as the grand prize. For example, it is possible for an icon, object or card 20 to have a hidden value that is not a specific numerical value but rather the sum of all other numerical values. In this manner, the game has, as its goal, to select the object with the “Winner Take All” award value. Of course, the examples and teachings of this disclosure with regard to numerical awards and extra picks are equally useful and valid in such a play scheme or environment.

[0032] While the terms selections, choices, or picks and similarly globes, cards, objects or icons are used interchangeably throughout, the intention is to include the wide range of appropriate dictionary definitions or meanings those terms within the context of this disclosure and the appended claims. Although attributes such as values, modifications, extra picks, grand prize, etc. are specifically disclosed any attributes that prolong the bonus play are sought to be within the scope of the claims. Skilled artisans will appreciate that a wide variety of object arrangements can be programmed, for example into a computer that drives the video bonus screen(s) during play of the bonus game. 

What is claimed: 1) A method of playing a bonus game, entry to which is afforded from a base game, the bonus game having a finite number of icons, the method comprising the step of: a) making a wager in the base game; b) ascribing at least one hidden attribute to each of the finite number of icons, while c) ascribing at least two hidden attributes to at least one of the icons; d) giving the player an initial number of choices that is depicted to the player; e) letting the player choose one icon; f) revealing to the player the hidden attribute or attributes on the icon chosen by the player; g) providing some prolongation of the bonus play via additional choices or modification of bonus play with the hidden attribute or attributes; h) awarding the player the revealed attribute or attributes; i) repeating the steps e), f), g) and h), and j) ending the game when the player's choices are used up. 2) The method of playing of claim 1 wherein the step of revealing the attribute or attributes includes displaying a value and/or a modification and/or a move. 3) The method of playing of claim 1 wherein the step of revealing the attribute or attributes include a modification and/or a move. 4) The method of playing of claim 1 wherein the step of revealing the hidden attribute or attributes include a value and/or modification. 5) The method of playing of claim 1 wherein the step of revealing the hidden attribute or attributes include a value and/or move. 6) The method of playing of claim 2 with the step of multiplying the player wager by the value revealed by the awarding step. 7) The method of playing of claim 2 with the step of increasing of the player's number of choices by the hidden attribute by the revealing step. 8) The method of playing of claim 3 with the step of increasing the player's number of choices and the award by the hidden attributes with the revealing step. 9) The method of playing of claim 4 with the step of increasing the player's number of choices or award by the hidden attribute revealed by the awarding step. 10) The method of playing of claim 1 with the step of limiting the player to selecting the next icon from remaining icons not chosen previously. 11) The method of playing of claim 1 with the step of relating at least one icon's value, if chosen, to be a function of at least one other prearranged icon that is thereafter chosen before step j). 12) The method of playing of claim 6 with the step of summing of the values to the hidden attributes revealed times the wager made to calculate the player's total bonus award. 13) The method of playing of claim 4 with the step of using the value of the hidden attribute revealed as a multiplier of the wager made. 14) The method of playing of claim 5 with the step of using the values of all the hidden attributes as a multiplier of the wager made. 15) The method of claim 2 with the step of having one value of the hidden attribute be the sum of all other values in the other hidden attributes. 16) The method of playing of claim 4 with the step of using one value of the hidden attributes as the sum of all other values of the other hidden attributes. 17) The method of playing of claim 5 with the step of using one value of the hidden attributes as the sum of all other values of the other hidden attributes. 18) A method of playing a bonus game, entry for which is afforded in a base game, the bonus game having a finite number of icons, the method comprising the steps of: a) wagering in a base game; b) ascribing at least one hidden attribute to each of the finite number of icons, while c) ascribing at least two hidden attributes to at least one icon; d) letting the player entering the bonus game have an initial number of choices; e) letting the player entering the bonus choose one of the finite number of icons having the one hidden attribute or attributes; f) revealing to the player the hidden attribute or attributes that may on the icon chosen by the player include one or more additional choices; g) prolonging the bonus play with additional choices over that of step d); h) awarding the player the revealed attribute or attributes; i) displaying the revealed one attribute or attributes of steps f) and h); j) repeating the steps e), f), g) and h), and k) ending the game when the player's choices are used up. 19) A method of playing a bonus game, entry for which is afforded in a base game, the bonus game having a finite number of groups, each group having a finite number of icons, and each icon having a finite number of attributes, the method comprising the steps of: a) ascribing at least one hidden attribute to each of the finite number of icons; b) ascribing on at least one of the icons at least one hidden attribute or attributes from the following a modification, a move, a value or a total of all values; c) letting the player entering the bonus game choose one of the finite number of icons; d) revealing to the player the one attribute or attributes hidden on the icon chosen by the player; e) awarding the player the revealed attribute; f) prolonging the bonus play with the awarding the player the revealed one attribute or attributes; g) repeating the steps c), d), e) and f), and h) ending the game when the player's choices are used up. 20) The method of playing of claim 19 wherein the modification includes giving the player the step of one or more additional choices. 21) The method of playing of claim 19 wherein the move includes the step of shifting the play from one group to another. 22) The method of playing of claim 19 with the step of including as the hidden attributes a value and a move from one group to another. 23) The method of playing of claim 19 with the step of including as the hidden attributes a value and a modification. 24) The method of playing of claim 19 with the step of relating the groups in a mystery story. 25) An apparatus for playing a casino game for monetary return including a base game and a bonus game comprising: a) a display for showing progress of the play of the base game and the bonus game; c) a processor for running the game play during the base game play and the bonus game play, the processor connected to the display for providing imagines of the progress of the play, the processor starting and running of the base game until an outcome for the bonus game initiation occurs; d) memory included in the processor for operating in conjunction with the program therein the bonus game with at least one hidden attribute for each of a finite number of icons and at least two hidden attributes to at least one of the icons, and an initial number of player's choices and wherein the one hidden attribute and attributes include additional choices to the initial number for prolonging the bonus play; e) controls coupled to the processor and the display for the player to use in selecting one of the icons; f) the processor coupled to its memory and the display for revealing to the player the hidden attribute or attributes on the icon selected by the player; g) a place on the display for presentation to the player of the revealed one or more attributes awarded, and h) a return path in the processor for resuming operation of the base game after the player's initial number of choices and any others revealed are used. 26) A method of playing a game having a finite number of icons, the method comprising the steps of: a) ascribing at least one hidden attribute to each of the finite number of icons, while b) ascribing at least two hidden attributes to at least one of the icons; c) giving the player an initial number of choices that is depicted to the player; d) letting the player choose one icon; e) revealing to the player the hidden attribute or attributes on the icon chosen by the player; f) awarding the player the revealed attribute or attributes, providing for modification of number of choices as a possible hidden attribute; g) repeating the steps d), e), f), and h) ending the game when the player's choices are used up. 27) The method of claim 26 used as a bonus game in conjunction with an underlying slot machine. 